axmol/cocos/renderer/ccShader_Label_frag_normal.h

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/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (c) 2011 Ricardo Quesada
* Copyright (c) 2012 Zynga Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
" \n\
#ifdef GL_ES \n\
precision lowp float; \n\
#endif \n\
\n\
varying vec4 v_fragmentColor; \n\
varying vec2 v_texCoord; \n\
uniform sampler2D CC_Texture0; \n\
uniform vec4 v_textColor; \n\
\n\
void main() \n\
{ \n\
gl_FragColor = v_fragmentColor * vec4( v_textColor.rgb, // RGB from uniform \n\
v_textColor.a * texture2D(CC_Texture0, v_texCoord).a // A from texture & uniform \n\
); \n\
} \n\
";